Hello friends,
The problem I encounter seems widespread in Discussions, yet I haven’t been able to solve it.
The device in XR space does not drive XR Origin / Camera. While I can navigate in XR space normally (walk and look around) in a headset or Simulator, the device pose doesn’t drive XR Origin, so the logic I want to use it for—teleportation and LookAt—is unaffected. At the same time, the Camera is being tracked as intended in the Unity editor in the Game window, and LookAt is working fine. Why is this happening??
It’s Mixed Reality Unbounded mode. Unity 2022.3.24f1. Polyspatial 1.2.3. All packages are up to date. There are no issues in visionOS project validation (it would be useful to implement a validation check for device pose tracking - such an essential function in Mixed Reality!). I thoroughly tried the solutions proposed in these posts:
- LookAt in PolySpatial?
- Camera tracking using Tracked Pose Driver is broken in ps 1.0.3
- Head position/rotation stop updating
- Camera with XR Rig not following device position/rotation
- Object not facing player in build; works on Editor, but not on headset (Quaternion.Slerp to main camera) - #10 by mtschoen
So, obviously:
- volume camera has an unbounded configuration
- AR Session is present in the scene
- XR plugin management has visionOS on the startup
- XR origin and children have all zero transform
- tracked pose driver is present in the scene
Moreover, my scene is based on the Mixed Reality Polypatial sample scene.
Still, the problem persists.
The image shows the object I want to navigate around, teleport to different spots, and have a UI menu that lazy follows a player (the Camera).
Seems like other people were magically able to solve the issue in the device and the simulator, and some of them do not know what happened, so it’s a vague issue.
Can you help me? If necessary, I can send you the project so you can check out the details. Thank you for any help.


